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15:36, 19th April 2024 (GMT+0)

Character creation stuff (for when we start)

Posted by GMFor group 0
GM
GM, 3 posts
Sat 4 Mar 2023
at 20:31
  • msg #1

Materials allowed for character creation

Players Handbook
Mystics(Monks) from 1st Edition are available.
Complete Handbooks
   (Note- Does not include Demi-humans of the Realms FULLY- characters will not be from Forgotten Realms but we may tweak here to make them from the BoG world.)
   (Does not include Humaniods, Ninjas* or Psionics** Books)
Tomb of Magic is available


*Am open to using martial arts from Ninja book
**Am willing to discuss Psionics but that will be a long discussion with a possibility of character being taken out of play if I do not like how it is going.

Note- any book with spells must have those spells purchased and may be cost differently than usual. Players handbook are the default spells one can find commonly- others are different.
GM
GM, 4 posts
Sat 4 Mar 2023
at 20:52
  • msg #2

Scores and start up

Ability Scores:
 You start with an 8 on all six ability scores.
 Then take 30 points and distribute them as you desire within racial limits.
 Then add any racial bonuses or deficits.

You may go below 8 with DM approval.
 Moving a strength score to the decimal amounts costs one point for each level (up to 5 for 18/00 strength).

We have attribute Points awarded at certain levels.
Every 3rd level you may add one to a score. Every 5th level you may add one to a prime requisite score. These may not take you over your maximums. This is added on after your starting 30 points.

Experience
 125,000xp. This can also be used to multi or dual class.


Starting Money
As this is High level I will determine that before game
I will determine magic items individually. Regular adventuring stuff the characters will begin with- so pick your rations and tents and such. As long as you don't have a crazy overloaded charater or strange things that don't make sense to me we are not going to worry about keeping up with the costs.

Standard equipment is available as in the Player's Handbook.
 You must clear with the DM about any special equipment(such as from Complete books)
 Wizards do not need to purchase spell components.
This message was last edited by the GM at 02:22, Wed 05 Apr 2023.
GM
GM, 5 posts
Sat 4 Mar 2023
at 20:58
  • msg #3

Optional Rules and clarifications

I am going through the books and including what will be of use here to make sure you know all that will be in game.

PHB restrictions I plan on sticking to restrictions like HP for high con for Warriors only as well as restrictions on class and level for races.

Training for levels is not imposed. If you get the xp- you go to the next level without needing training from another.

Proficiencies for weapons and Non-weapons are used as per phb.

Encumbrance is not used keep in mind you will have to keep in common sense here- but we will see how that works as we go forward.

Spell components will be used- assuming you have any common thing you need.

Table 52 shows modifiers for different weapon types against different armor. Armor will be recorded with these numbers baked in as I will be using that.

Initiatives I will call for actions then roll init myself (whether it me group, individ, or standard) and then tell you based on actions who goes when. Attacks will be staggered as mentioned on pg 95 of the PHB. Weapon speeds and Table 56 will be used as well.

Infravision is magic. You can see... not going to try to force it into a scientific description.
This message was last edited by the GM at 21:39, Sat 04 Mar 2023.
GM
GM, 6 posts
Sun 5 Mar 2023
at 02:25
  • msg #4

Optional Rules and clarifications

Few other quick bits- will be using some critical hits rules which includes location and severity. Also Weapons groups from Fighter book.

I use combat options from Player's options- Combat and Tactics book. As it states there- as long as you are proficient. From this book I also allow shield proficiency, specialization (familiarity, expert, master, etc) and I will be using the Critical hit system it outlines there.

I have no interest in using firearms in fantasy games nor will I use a map/grid system. I use it often in 5th edition(which i think is default) but I feel like it does not really demonstrate the chaos of action and violence in combat.
This message was last edited by the GM at 02:23, Wed 05 Apr 2023.
GM
GM, 7 posts
Sun 5 Mar 2023
at 05:57
  • msg #5

Optional Rules and clarifications

If characters are planar- then The Planewalker's Handbook will also be available for creation. Just note on planars if we start on the homebrew world then you will likely have been stranded there for a while. This includes having races, kits and proficiences available.
This message was last edited by the GM at 06:04, Sun 05 Mar 2023.
GM
GM, 8 posts
Sun 5 Mar 2023
at 17:59
  • msg #6

Optional Rules and clarifications

Lifepath
Starting these characters up at higher level also brings a challenge- it is harder to have that same connection with what you are playing if it just divinely conceived at some high level. What got you here- why did you adventure what are the stories you'll tell your children when you hang up your weapon, retire, and build a family? As a layer I could tell you story after story about what this fella, or that one did at the tabletop.

So I will make a very crude and quick kind of 'lifepath' chart and the players will forge small stories and descriptions about their heroic actions, failures, wounds and times within the Band of Gold of Factions, etc. As the DM I can help with bits- further giving 'meat' to the setting so that in this narrative we will accomplish a bit of what we would have done if we played.

This will have two separate styles- planar and prime. And we can even pinpoint when the planar came to the world(and/or was stuck) by shifting them into BoG events.
GM
GM, 12 posts
Tue 7 Mar 2023
at 01:25
  • msg #7

Lifepath

While I want at least 4 rolls, players may make more. Keep in mind that if you are planar these may be colored differently for the scope of the charcter and an idea of how long you've been here can be illustrated in the paths (one pick may include a wound incured by a demonic blade on the Abyss, and the events after take place on this new prime place you have found yourself on since).
Also there can easily mix, as a Discovery can lead to Social change, Or maybe after a Horrific battle you and the only other survivor have become a couple. These rolls are not going to be strictly enforced either- or rather their outcomes will not be.

1d3 four times to detail events.
 1. Triumph. 1d4-
 1. led battle against impossible odds. This may also end in things like promotion, gaining an NPC friend or magic item(magic items will be granted for levels- this is just one way to make a story around how you got it)
 2. Initiated social change. This is included as well due to the setting being built around such a global disaster. Did you aid in relations between races or perhaps help make connections between this newly developing empire and a kind of 'warlord' group.
 3. Discovery. Part of the initial attack on the world as it was before was to destroy knowledge. This took place over time as well- so many things about the history of the world, magical understanding and other such information was eradicated or hidden. Maybe you helped uncover something important or found places and such that had been lost.
 4. Family matters- maybe during your adventures you found another- a wife or husband. Maybe relatives grew in stature or place in the world, or you uncovered a splinter of civilization that included long lost relatives.

2. Tragedy. 1d4-
 1. Failure/shame. Did you lead many to their doom in such trap or scheme? Did your fear cost lives? Or maybe something you did led to creating a schism between races or people.
 2. Horrific battle/loss- Perhaps you are one of the last survivors of a battle gone horribly wrong. Something people remember as THAT battle... or maybe you lost someone in such an event- something that took the lives of your family.
 3. Won battle, but at what cost- What it took to come out on top does not sit well with you. Maybe you find it hard to sleep at night, or sometimes your memory drifts away to what you did or what you seen. Most others may only see the victory, but you know the cost.
4. Family matters- Did your brother turn against the Freepeople in search of power? Maybe your family within the military were killed in some engagement or even had their throat slit in the dead of night during an enemy attack

 3. Misc- 1d2-
 1. Wound. The crit tables in Player's options- Combat and Tactics will be used in game. This is a good place to look for possible wounds- and you can detail a few of them (for the middle aged men setting around comparing scars image)
 2. Experience lost. 2nd edition is horrible with it's life draining undead. Scary scary, to be sure. In an undead apocalypse it is not a stretch of the imagination to say that some of you may have lost pieces of yourselves to that horrible experience. This is a more extreme take on Wounds above but would come with horrible memories and gaps who what you remember. Keep in mind that you will never 'reclaim' these in game because they really weren't there.
GM
GM, 16 posts
Tue 7 Mar 2023
at 02:13
  • msg #8

Healing magic

I have also decided to utilize a rule I have seen elsewhere to see how it goes... this may change if I think it minimizes risk to much:
Healing Spells:
The Cure Light Wounds will heal 25% of recipient's original hit points (minimum 4, rounded down), the Cure Serious will heal 50% of Original (minimum 9, rounded down), and the Cure Critical heals 75% (minimum 18, rounded UP).

The reverse of these spells, as you can see, also just became more powerful.
GM
GM, 19 posts
Tue 7 Mar 2023
at 03:01
  • msg #9

Languages

So I am going for a bit of a mix in languages for my philosphy here. In general, some languages have over arching origins and settle into dialects that anyone knowing a language means they understand the entire group. The language you know must be determined though- for your dialect is recognizable.

There are also two language lists. One is Prime, one planar.
To begin all character know common and their native language. Some races do not have 'native' in that fashion- so they have and extra language that is adjacent (Humans always know one more... based on what we decide together. Maybe you live near some elven lands, etc.)

Your Intellegence Score at the start of play decides how many languages you know (even if it is higher than it begins).

Prime languages:
Black speech (Bugbear, goblin, hobgoblin)
Low giant (Ogre,troll, hill giant, cyclops, ettin)
Giant speech  (All 'giants' not listed under low giant)
Genie (all genies, including tasked)
Gith (githyanki and githzerai)--- though it is wise not to use one dialect on the other people
Kobold
Lizardman (these are widely varied and fractured. Imagine trying a man with a hard Bostonian accent and one with a heavy southern one trying to talk)
Fae (Brownie, pixies, sprites, dryad, nymph, satyr)
Gnoll
Orc
Mermen
Sahuagin
Treant
Yuan-ti
This message was last edited by the GM at 03:01, Tue 07 Mar 2023.
GM
GM, 20 posts
Tue 7 Mar 2023
at 03:29
  • msg #10

Languages

Planar languages
Archon
Asuras
Baatezu
Baku
Bariaur
Genie (all the genies)
Eladrin
Formian
Gehreleth
Gith (as above)
Guardinal
Khaasta
Lower planar trade
Mephit
Slaad
Tanar'ri
Tso
Yugoloth
GM
GM, 23 posts
Tue 7 Mar 2023
at 04:15
  • msg #11

Languages

Let me clairfy or reinterate here on languages...
neither list is banned from the other type. But if you are a prime you will have more of your languages from the prime list. Perhaps you discovered text that taught you the other language or was visited by a being that taught you. Also there prime languages also exist in the Planes (with all those deaders/petitioners).
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